TopGameDevAI retweeted

🚨ナノ (@Dstudio_ai)さんが、作ったTripo P2+AIエージェント+Blenderを使った3Dキャラクターツールキット「Charakuru」GitHubでオープンソース公開されています!
これがすごい! 1枚の画像が3Dキャラクターが作れちゃう!
Tripo P2で3Dキャラクターを生成 → AIエージェントがBlenderで自動リギング、表情の追加、ドライバーの設定をほとんどプロンプトだけで実行できちゃう!
髪のリギングまで自動化し、MToonにも対応するからアニメ風のテイストも得意。
制作フロー全体をAIで実行。Blender未経験でもVTuberモデルを作れます 🤯
💻GitHub:github.com/nanocle/Charakuru
今なら、専用招待リンクまたは招待コードから新規登録すると、500ボーナスクレジットをプレゼント!
さらに、Pro・Maxプランが初月60%OFF!

招待コード:6WXQBB

登録はこちら👉 studio.tripo3d.ai/home?invit…
#TripoAI #AI3D #PR
TopGameDevAI retweeted
Well, as you've probably noticed, there's a controversial discussion going on, and since controversy isn't something I shy away from, I'd like to chip in.
Specifically I would like to show example of using Ai acceleration to achieve YOUR vision while maintain absolute control over the result, hence this thread.
So here's a tool I've made, which I'll talk about a bit more in the comments.
#gamedev #indiedev
TopGameDevAI retweeted
AIのみで作る室内シーンのリアルタイム版
Opus使ってBlenderからUE5へ自動で移植させた
ゲームエンジンに持っていくのは物凄い大変だったけどAI使うと凄まじく便利
この部屋使った小さなホラーゲーム作てみようかな
TopGameDevAI retweeted
Making 3D models with AI that does not look completely messed up when zoomed in, is hard.
Today, it got much easier.
It just kinda... Works?
Try it now in Summer Engine
TopGameDevAI retweeted
I have spent 3 weeks and two claude max accounts vibe coding a 50-person battle royale.
Kong Royale.
We invented hive coding, chats messages prompt 20 agents working overnight to fix and improve the game.
and today we finally launch 🦍🍌
live playtest TODAY 1 PM ET. drop in with us 👇
youtube.com/watch?v=b5n1K_IA…
TopGameDevAI retweeted
We open-sourced an entire 3D team for Blender.
Meet the Scenario plugin.
github.com/scenario-labs/ble…
Work directly in Blender, or put Claude Code in charge through MCP.
📁/scenario-plugin
┃
┣ 📁 Concept Designer
┃ ┣ 📁 Concept Art From a Prompt
┃ ┗ 📁 References From Your Viewport
┃
┣ 📁 3D Modeler
┃ ┣ 📁 Meshes From Text or a Photo
┃ ┗ 📁 Retexture or Remesh Your Selected Mesh
┃
┣ 📁 Character Animator
┃ ┣ 📁 Rig Your Selected Character
┃ ┗ 📁 Motion From a Prompt
┃
┣ 📁 Material Artist
┃ ┣ 📁 PBR Materials for Any Slot
┃ ┗ 📁 Texture Maps From a Photo
┃
┣ 📁 Scene Layout Artist
┃ ┣ 📁 Greybox From a Description
┃ ┗ 📁 360 Worlds and Skies
┃
┣ 📁 Cinematographer
┃ ┣ 📁 Camera Paths From a Sentence
┃ ┗ 📁 Orbits, Dollies, Cranes and Flyovers
┃
┣ 📁 Rendering Artist
┃ ┣ 📁 Viewport to Finished Still
┃ ┗ 📁 Playblast to Finished Shot
┃
┗ 📁 Audio Designer
┣ 📁 Music, Voice and SFX
┗ 📁 Placed on Your Sequencer
And they hand work off to each other:
→ Scene Layout Artist blocks out the scene
→ Character Animator and Cinematographer stage the shot
→ Rendering Artist turns the grey playblast into film
Direct every shot yourself, or let Claude Code run the entire team for you.
TopGameDevAI retweeted
Introducing Grow - AI analytics for your game.
See store page views, launches and play time, where players drop off between store page and play, and what changed.
Ask your agent "How is my game doing?"
All through the MCP
summerengine.com/blog/grow-y…
TopGameDevAI retweeted
Blenderを自分では一度も触らずにAIのみでBlenderシーンを作るテストの昼間バージョン
昼間のライティングへの変更もコンポジットもAI任せ
ライティングやフォグの扱いは以前に比べて遥かに良い
TopGameDevAI retweeted
Opus 5.5 mapped the entire coast to coast route across the USA for a clicker game I'm playing with.
5,285 km of real road, sampled every 10m from OpenStreetMap.
TopGameDevAI retweeted
Introducing the Game Audio Maker.
Your agent can now make AAA game studio quality sound effects, music, voices and even dialogue between characters, then can wires it all into your game.
Ask your agent "Add sound effects when I jump".
Done. All through the Summer MCP.
summerengine.com/blog/make-g…
TopGameDevAI retweeted
here's how to make a cozy fishing game solo with Claude Opus 5.5 + Blender + 3D AI + Unity 6...
the trick is giving every tool one job, but there's a smart way to set it up:
- step 1: generate every 3D model with Tripo Smart Mesh P2: palms, rocks, the pier, the boat, the hut, the character
- step 2: connect Claude Code to Blender through MCP
- step 3: Opus 5.5 sets up each model in Blender: scale, pivots, materials, clean export
- step 4: Opus animates in Blender too: the character's walk, the cast, the rod, the boat on the water
- step 5: bring everything into Unity 6 and build the world: forest, river, waterfall, beach, pier
- step 6: add the systems one at a time: walking, fishing, bait choice, a time of day
- step 7: play it after every step and fix one thing at a time
who does what:
> Tripo: the 3D models
> Opus 5.5 + Blender: setup and animation
> Unity 6: the world and the game
one person, one stack, one game you'd actually want to play
here's how to build a game like this with Claude Opus 5.5 + Blender + Unity 6...
the trick is preparing everything before Opus writes a single line, but there's a smart way to set it up:
- step 1: connect Claude Code to Unity and Blender through MCP
- step 2: write one big brief: the world, the mechanics, the UI, the mood, plus reference images
- step 3: add a CLAUDE.md with your rules, and design docs as the single source of truth so Opus never guesses
- step 4: split the work into subagents: design, modeling, textures, and one reviewer that only looks and approves
- step 5: Opus models the assets in Blender: the island, palms, pier, boat, fishing hut
- step 6: it builds a greybox in Unity first, plays it, fixes it, and repeats
- step 7: mechanics one layer at a time: walking, casting, bait, catching, day and night
- step 8: you watch and give feedback with a reason: "too dark at dusk", "cut the water stripes"
and the two rules that make it work...
the agent that builds is never the one that approves
every fix gets written into a file, so the next project starts smarter
start small, a fishing game is the perfect first project
TopGameDevAI retweeted
We have a huge pivot underway here at Epic, moving developers around to retool for maximum AI acceleration.
The aim isn't to do the same stuff with fewer people, but to enable everyone here to build MORE and BETTER stuff, and to bring the benefits to all teams using Unreal.
TopGameDevAI retweeted
This is the actual setup I use for making games with AI.
Local workspace that keeps full project context. Skills that remember what worked. Voice + image annotation while agents run. Real subscription costs (what I keep and what I canceled). Free MCPs for Blender, Unity, Godot and Unreal.
No more losing context every new chat.
The full video:
youtu.be/czsNiALTgWQ
#GameDev #AI #ClaudeCode #MCP #3DAI
In the latest of our Community Builds, we are thrilled to highlight Charakuru, an incredible open-source kit by @Dstudio_ai powered by Tripo P2.0. ✨
See how it works, download it for free, and get ready for our Halloween event!
TopGameDevAI retweeted
I ported @mattshumer_ Claude of Duty game from Three.js to Kaigen.
> FPS got ~6x faster
> load time got ~5x faster
> 21k *less* lines of code
> runs on every platform, including mobile
TopGameDevAI retweeted
I’m making a character for Alien Orbits with Codex 6.1 Sol. She’s still a work in progress but it’s fun to see her take shape. Here’s how she looks so far.
#indiedev #indiegame #gamedev #3Dart #Blender3D
TopGameDevAI retweeted
Hivecoding is the most powerful use of Ai that i have ever used...
25 opus 5.5 agents + top chat messages = hivecoding
Everyday i live stream and 100s of agentic engineers type fixes and improvements in my chat.
most people in my chat are real devs and much smarter than me.
i have agents run overnight, filtering out the best improvements and suggestions from chat and from my stream transcript. Last night my agents shipped 90 new changes to Kong Royale.
( 50 person battle royale im building )
i wake up to MASSIVE improvements everywhere.
the agents make changes to the stream, my production setup, our discord, etc...
The human is now the bottle neck, but not when you have 100 to 200 humans prompting your agents everyday.





















